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Homebrew Rogue Archetype: Charismatic Bastard
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<blockquote data-quote="jodyjohnson" data-source="post: 6775610" data-attributes="member: 5590"><p>Some thoughts...</p><p></p><p>First off this reminds me of the “Diplomancer” style build one might find in 3.x/PF where in certain situations the character essentially removes options from the game because they are so good in that situation. Much like a “Can't-Hit-Me” tank ends up not getting attacked because it is too obvious that attacking their AC is a bad idea.</p><p></p><p>As a DM this build largely works in one pillar (Interaction) but at the same time can be desired to be so good that it always works; and then there becomes little point in actually playing it out. (“yeah, yeah, yeah you talk to the guard and he lets you through”, or “once again they all run away just like last time”).</p><p></p><p>(The Enchantment school has always had similar issues because it can be both “too good” and “useless” in play.)</p><p></p><p>Secondly, it in large part rests on an understanding that the Skill mechanics rank above the DM (the skill rules tell the DM how things work), in opposition to the standard 5e resolution that DM's ask for rolls to resolve uncertainty but is ultimately the arbiter in how declared actions are resolved. In some respects the 5e philosophy of DM rulings over rules was implemented in response to the “Diplomancer” and the sometimes 'unfun' situation where the skill mechanics take the agency away from the DM. Because the goal in 5e is still 'have fun' and not necessarily 'my powers always work'.</p><p></p><p>Thirdly, I’m not sure if the Swashbuckler and Mastermind subclasses were considered (from Sword Coast Adventurer’s Guide). Some of the features look like one or the other.</p><p></p><p>Finally, to some extent many of these don’t add options – Rogues can already get those skills and Expertise at level 1. They can already get advantage via description or situation. The button press aspect gets more player agency in theory but at a risk of being negated by the agency the DM is likely to exercise.</p><p></p><p>The specifics…</p><p></p><p>I expect a character built on them will get 2 more skills with Expertise, 2 non-thematic skills, and a language. This will also leave the 2 more Expertise choices at 6th non-thematic. My suggestion would be just to skip this as if you want to go this direction you already have by level 3. And you have too many abilities at 3rd anyway.</p><p></p><p>This feels like an ‘I win’ button but practically speaking will be saved for a defining encounter where the default expectation will be to offer a challenge – then it essentially says ‘whenever an encounter that is supposed to showcase my ability happens – I win it easily’. Or suddenly every key NPC will have abilities where they have advantage on the opposed checks or a situation where they are themselves Master Debaters.</p><p></p><p>This is pretty strong, like a bonus action cantrip you’d spam every round. Offense and defense with an extra dice roll every round. Mechanically similar to a bonus action Trip but they can’t just stand up to negate the disadvantage. Not overly powerful but I’m not a fan of the ‘spam every round’ aspect.</p><p></p><p></p><p>Seems like a nonmagical <em>Suggestion</em> spell and a <em>Sanctuary</em> spell once per day. No big deal.</p><p>Although the ‘advantage on your next attack’ wording should be more specific since you can spell one target and then attack another. The ‘talker not a fighter’ vibe is inconsistent with getting Advantage on your next attack.</p><p>The 17th level capstone falls into the ‘so good you never get to use it’ category. Your already get 10 minimum from Reliable talent. Upping it to 15 for your key skills is problematic. At 17th your bonus is probably +17 (+5 from Charisma, +12 from Expertise and proficiency) so your minimum on a key Charisma check is 32. Even with a disadvantage to cancel out your potential advantage.</p></blockquote><p></p>
[QUOTE="jodyjohnson, post: 6775610, member: 5590"] Some thoughts... First off this reminds me of the “Diplomancer” style build one might find in 3.x/PF where in certain situations the character essentially removes options from the game because they are so good in that situation. Much like a “Can't-Hit-Me” tank ends up not getting attacked because it is too obvious that attacking their AC is a bad idea. As a DM this build largely works in one pillar (Interaction) but at the same time can be desired to be so good that it always works; and then there becomes little point in actually playing it out. (“yeah, yeah, yeah you talk to the guard and he lets you through”, or “once again they all run away just like last time”). (The Enchantment school has always had similar issues because it can be both “too good” and “useless” in play.) Secondly, it in large part rests on an understanding that the Skill mechanics rank above the DM (the skill rules tell the DM how things work), in opposition to the standard 5e resolution that DM's ask for rolls to resolve uncertainty but is ultimately the arbiter in how declared actions are resolved. In some respects the 5e philosophy of DM rulings over rules was implemented in response to the “Diplomancer” and the sometimes 'unfun' situation where the skill mechanics take the agency away from the DM. Because the goal in 5e is still 'have fun' and not necessarily 'my powers always work'. Thirdly, I’m not sure if the Swashbuckler and Mastermind subclasses were considered (from Sword Coast Adventurer’s Guide). Some of the features look like one or the other. Finally, to some extent many of these don’t add options – Rogues can already get those skills and Expertise at level 1. They can already get advantage via description or situation. The button press aspect gets more player agency in theory but at a risk of being negated by the agency the DM is likely to exercise. The specifics… I expect a character built on them will get 2 more skills with Expertise, 2 non-thematic skills, and a language. This will also leave the 2 more Expertise choices at 6th non-thematic. My suggestion would be just to skip this as if you want to go this direction you already have by level 3. And you have too many abilities at 3rd anyway. This feels like an ‘I win’ button but practically speaking will be saved for a defining encounter where the default expectation will be to offer a challenge – then it essentially says ‘whenever an encounter that is supposed to showcase my ability happens – I win it easily’. Or suddenly every key NPC will have abilities where they have advantage on the opposed checks or a situation where they are themselves Master Debaters. This is pretty strong, like a bonus action cantrip you’d spam every round. Offense and defense with an extra dice roll every round. Mechanically similar to a bonus action Trip but they can’t just stand up to negate the disadvantage. Not overly powerful but I’m not a fan of the ‘spam every round’ aspect. Seems like a nonmagical [i]Suggestion[/i] spell and a [i]Sanctuary[/i] spell once per day. No big deal. Although the ‘advantage on your next attack’ wording should be more specific since you can spell one target and then attack another. The ‘talker not a fighter’ vibe is inconsistent with getting Advantage on your next attack. The 17th level capstone falls into the ‘so good you never get to use it’ category. Your already get 10 minimum from Reliable talent. Upping it to 15 for your key skills is problematic. At 17th your bonus is probably +17 (+5 from Charisma, +12 from Expertise and proficiency) so your minimum on a key Charisma check is 32. Even with a disadvantage to cancel out your potential advantage. [/QUOTE]
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